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Exploring the Usage of Digital Games and Gamified Learning Apps in English Learning: A Literature Review based on Indonesia
Ibrahim Moviq
Universiatas Muhammadiyah Purwokerto, Indonesia
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Saefurrohman Saefurrohman
Universiatas Muhammadiyah Purwokerto, Indonesia
Correspondence
[email protected]
Pages 102-126
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Abstract
English teaching and learning has evolved throughout the years in Indonesia, the shift from a content-based instruction to a communicative approach helped to pave the way for the incorporation of English media such as Digital Games to penetrate the landscape of ELT in Indonesia. This literature review is aimed to look at the utilization of Digital Games in the realm of English teaching, focusing on research done between 2019 – 2024 regarding the usage of digital game as a medium of learning both in formal mediated instructions to an informal English learning. This literature review retrieved 25 research articles related to the usage of Digital Game in English learning. It is indicated that digital game is an effective tool to enhance numerous English skills.Keywords: Digital Games, Gamified Learning, English Skills.
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This work is licensed under a Creative Commons Attribution 4.0 International License.
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All data generated during this study are included in this published article [and its supplementary information files].
